Actions that are affected by rolls are action priority, accuracy of attacks, and evasion.

Actions consume AP (action points). You can perform as many actions as you have AP, so having 2/2 AP allows you to perform 2 actions that roll. AP replenishes by 1 AT THE END of every roll.

Stamina and Mana are manually consumed to boost physical and magic actions, respectively.Stamina can be specified to boost Strength and Evasion. The amount of stamina expended per action is capped by your maximum Stamina. The amount of Mana expended to boost Arcane is capped by your maximum Mana.Stamina and Mana replenish by 1 AT THE END of every roll.

Conditions, both positive and negative, lower in effectiveness AT THE END of every roll (unless if the condition is being maintained by another condition/ability).

You can specify your character to evade when stating your action. Evasion on the ground is dependent on the condition of your legs (each leg representing 50% of your evasion capability). Evasion using magic relies on your magic potency. Evasion in the air is impossible unless if the character is winged, in which case evasion is relies on the condition of the wings. Blocking can be performed in place of Evasion, and reduces the effectiveness of the attack with your own attack. Evasion consumes 1 AP.

You can specify your character to block instead of evading. Blocking puts your Accuracy vs the attacker's Accuracy, and the block is successful if your Strength is equal or higher than the attacker's, and your roll for accuracy is equal or higher than the attacker's roll for accuracy. A block that succeeds in Accuracy but fails in Strength reduces the attack power by the defender's Strength. Blocking consumes 1 AP.

When targeting specific parts of the body, the torso has normal Evasion values, while limbs and the head get a +50% to Evasion.

[-Turn-posting format-]

> Walk to John and punch him."Take that!"

Note how actions are bold and underlined, while speech is in quotes and not underlined. The "punch" action will be affected by the roll, while 'Take that!' and "Walk to John" will not.

Thoughts and telepathic messages are italicized and bold without quotes like this: This is a thought

When you want to consume Stamina/Mana to boost an action:

> Consume 3 Stamina and hit the enemy with my sword.

> Use 5 Mana to launch a Fireball.

You can specify to use an action in reaction to an expected action, such as:

> If the enemy swordsman attacks, deplete 3 Stamina to evade.

> If the enemy mage casts, cast Nullify with 4 Mana on the spell.

[-Waiting and reaction actions-]

Actions that make a character wait for a turn will give doubled total speed for the next turn. This cannot be stacked (no waiting for 2 turns to get 4x Speed).

If a character is directed to react to a particular move, speed is still used to determine whether or not said character acts before its target. However, if the character takes no action (as the appropriate event to trigger the reaction does not take place) AND the character is not stumbled, then the action will turn into a waiting action.

[-Stumbling-]

If a character receives a Trauma value (see Conditions) that exceeds the character’s Will, then the character is stumbled for the turn. Stumbling reduces Evasion to 0 for the rest of the turn and cancels all of the character’s following actions.

[-Action flow-]

Characters with a higher (Speed + d6) take action before ones with a lower (Speed + d6). If the results are equal, another dice roll determines who goes before the other.

When a character attempts to attack, the attacker rolls for accuracy (Accuracy + d6) and the target rolls for evasion (Evasion + d6). Accuracy must be higher than evasion for the attack to land.

[-Armor-]Armor has three stats: Durability, Armor Resilience, and Defense. If armor is attacked and the strength of the attack exceeds Armor Resilience, then the difference is subtracted from Durability. Defense subtracts damage received to the wearer, but Defense is lowered based on the percentage of missing Durability.

[-Equipment Weight-]

If the weight of equipped weapons and armor exceed your strength, your Evasion is lowered by the difference. If the weight of a weapon exceeds your strength, your Aim is lowered by the difference.

[-Zone Battles-]

Movement is a free action - it costs no AP to move your set amount of Movement. To move additional spaces, you can consume standard AP. You can also move one space, perform an action, and move the remaining amount, as long as the total is within your Movement stat.

It takes 1 Movement 'point' to move to an adjacent zone. It takes 1.4 Movement points to move to a diagonal zone.

Melee attacks can only hit targets in the same zone (grid tile).

When performing a ranged attack (bow, magic, etc.) that is capable of missing, the attack receives a -1d6 penalty to Aim for each tile away. An attack on an adjacent cell receives -1d6, 2 cells over receive -2d6, and so on. For unusual angles, the distance to the target will be based on the "Movement" distance - how many steps it would take to reach that target.

Ranged weapons and abilities have a Range stat. This makes it so the attack will only have a range reduction once it is past the Range stat. So if Fireball had a range of 5, it wouldn't receive any range penalty up to 5 tiles away. At 6 tiles away, it will receive a -1d6 penalty, 7 tiles would be -2d6, and so on.

Some abilities have an (AoE) tag. This means that they will hit all units in the zone, friendly or not. (AoE) abilities can only be dodged by moving out of the zone before the attack hits. Some abilities may cover more than 1 zone.

If an AoE ability is targeted on your zone and you attempt to evade, you will still roll for evasion vs aim. However, your character will move to a different zone instead of evading while remaining in the same place IF you have not used all of your Movement yet. You are able to specify what zone/direction you wish to move to if an attack occurs, as well as specifying to simply move to any safe zone.

___Abilities___

Abilities allow your character to do more things than simply attack, with mages relying mostly on abilities for actions. Abilities can be learned from books and other characters, or made up with a bit of creativity.

Magic abilities are grouped into branches, and one must learn the basic magic branch before using magic abilities in the group.

___Conditions___Conditions affect the status of your character.

Stamina-Manually consumed to increase the effectiveness of physical actions. Regenerates by 1 at the end of every turn.

Mana-Manually consumed to increase the effectiveness of magic actions. Regenerates by 1 at the end of every turn.

AP-Action points, these are consumed to perform actions (including dodging). Regenerates by 1 at the end of every turn.

Health-All negative conditions degrade the Health condition. When Health reaches zero, the character will die.

Negative conditions and buffs/debuffs will lessen in effectiveness by 1 at the end of every turn, excluding the turn that they were applied. These are referred to as Degrading Conditions.

Trauma-Trauma is caused from blunt impacts, and can be applied to various parts of the body (head, body, limbs). When applied to the torso it lowers Evasion, and Trauma to the head lowers Arcane and Aim (stat reduction is equal to half of the Trauma value). If a Trauma value higher than the target's Will is inflicted in a single blow, the target is staggered and has its action interrupted.

Cut-Cuts are caused by edged attacks, and can be applied to various parts of the body (head, body, limbs). Causes Strength loss. At the end of every turn if Cut is not bandaged, Blood Loss condition is received with a value of half of the value of the Cut condition

Note: Some ability damage descriptions read like the following: (Burn + On Fire = Arcane + Mana). This means that the total of Burn + On Fire is equal to the total of Arcane + Mana. The ratio of Burn and On Fire is decided by the user, if not specification is given then it will be evenly distributed.

There are several different types of ability types.(Instant) - The majority of abilities are in this category. These abilities are usually not labeled as "Instant." They are manually specified to be used, and consume AP unless otherwise stated.(Single Turn Condition) - Abilities that provide an effect for a single turn(Degrading Condition) - The ability applies a buff to the character, with the ability strength decrementing by 1 at the end of every turn except the turn it was applied. While effects can stack, the maximum amount is usually capped by either Strength or Arcane, depending on the ability, but can be raised higher with Stamina/Mana.(Modifier) - These do not consume AP on their own, and are used in conjunction with a compatible(Passive) - The effects of this ability are applied all the time automatically, without the usage of AP(Evasion) - Abilities that can trigger when being attacked where the character can respond, regardless of speed, to mitigate or avoid damage. Every character has the Evade evasion ability by default.(Counter) - Abilities that can trigger after being attacked or in response to another action. The Counter-user must have higher action priority in the roll to be able to counter.

General~~~~~~~~~~-Counterspell (Detect a spell being cast and cancel it by casting its inverse) (Requires knowing the inverse spell) (Specify max Mana to use)

Hyperactive (Single Turn Condition) (Pump yourself with adrenaline, increasing Evasion but lowering Aim) (Double total Evasion and halve total Aim)Power Dodge (Single Turn Condition) (Spend the extra energy to escape harm, increasing Evasion for the next evade) (+Evasion = Stamina)Efficient Evasion (Passive) (Evasions will only consume AP if successful)Optimal Position (Increase damage by the difference between your and the enemy’s Evasion if your Evasion is higher)Acrobat (Passive) (Grants a separate pool of AP for evasion)

Spring to Action (Double Speed for a turn, halve speed for the following one) (Does not consume AP)Setup Time (Increase damage by the difference between your and the enemy’s Speed roll if your Speed roll is higher)

Cover Up (Passive) (If you fail an evasion, your equipped shield will act as your first layer of armor)Justified (Passive) (Melee damage is increased by the percentage of missing Health)

Last Will (Passive) (Your Will keeps you alive, allowing you to survive in negative health as long as the negative amount is not greater than your Will. When in negative health, you are not affected by conditions from injuries and you do not automatically recover from injuries)

(Chirop Only)Flight (Capable of sustained flight. It takes 1 AP to take off [but not land]. Stops Stamina regen during flight, drains 1 stamina at the end of every roll. User specifies Altitude: If user is stumbled while in flight, takes Trauma equal to Altitude) (Altitude climb per turn = Strength) (+Evasion = Altitude)

Mana Drive (Passive) (Mana usage is twice as effective)

Aerial Evasion (Passive) (Can use Flight right after an enemy attack is successfully evaded on the ground)

Dive Attack (Dive down from the air, attacking before you land) (+Damage = Altitude)

Echolocation (Passive) (Aim cannot be lower than 30%)

(Lupus Only)Sixth Sense (Passive) (+3 Magic Evasion)

Adrenaline Rush (Passive) (Stamina usage is twice as effective)

Panic Howl (Passive) (When stumbled after consuming AP to attempt to evade, let out a howl that can flinch enemies) (Enemies are staggered if your Will is higher than enemies’ Will)

To create a character, make a name, and choose a race. For your starting ability, you can make up any physical ability (with DM approval), choose one of the existing physical abilities, or choose one magic ability in the "Magic" section.

Additionally, you get 5 points that you can allocate to passive base stats (Strength, Arcane, Aim, Evasion, Will, Speed).

First roll. You can change your abilities/stat distributions if you want.Check your stats in case I'm blind and messed something up.

Roll 1

Name: John FreemanethRace: Human____________________

You start by opening your eyes, letting the sunlight temporarily blind you as you pull yourself up from the grass and get to your feet. You and two other fellows, one a human like you, the other one of those hefty lupus, appear to be in a vast, grassy plain, the emerald blades stretching as far as the eye can see. From your hilltop vantage point, you spot a dirt road closeby, with two signs planted in the earth.

NorthMead

SouthHopluit

A painful tingle lances through your right arm, and you shake the limb to get blood flowing. Seems you’ve been sleeping on it. A quick check of your magic, conjuring an orb of contained kinetic energy, confirms everything in working order and that nothing needs to be amputated.____________________

Conditions:Stamina: 4/4Mana: 4/4AP: 3/3

Inventory:

Equipped:

Skills:(Magic)-(Kinetic)--(Impulse)---Kinetic Bolt: Launch an orb of kinetic energy that explodes upon impact.

Passives:Strength: 6Arcane: 6Aim: 8Evasion: 5Will: 4Speed: 1

Name: KleiggRace: Human____________________

You feel cold. Even when you wake and find yourself in a green, sunny plain that should be warm to everyone else, you feel cold. You’ve always felt cold, thanks to your rare magical “gift,” one that has a knack for blotting out every other type of magic.

But, at least you’re not alone. Two others happen to be with you, a human and a lupus, and are waking up as well. Eying your surroundings, it seems to be an endless stretch of grassy plains. Nearby is a dirt road with two helpful signs pointing in opposite directions.

NorthMead

SouthHopluit____________________

Conditions:Stamina: 4/4Mana: 4/4AP: 3/3

Inventory:

Equipped:

Skills:(Magic)-(Negation)--Nullify: Reduce the effectiveness of a magic instance, cancelling it with enough effort.

Passives:Strength: 4Arcane: 4Aim: 8Evasion: 4Will: 9Speed: 1

Null Body (-1 Non-Negation Magic, +1 Magic Resistance)

Name: WolfRace: Lupus____________________

You let out a yawn and stretch your back, shaking off the sleepiness before taking a look at your surroundings. Looks like you’re with one other… Er, two others, both humans, in a large grassy plain. You’re not really sure what you’re doing here, but seems nice and warm.

Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"

Wolf: "Mead. Mead has the correct sound."

Kleigg: "To Mead, then."

Your party of three take the dirt road North, towards the unknown but hopefully tasty “Mead.” The trip is fairly unnoteworthy, lots of grass here and there, until a trio of humans spring up from a hill beside the road. Two of them have swords on their belts, the other a bow in hand.

Skills:(Magic)-(Kinetic)--(Impulse)---Kinetic Bolt: Launch an orb of kinetic energy that explodes upon impact.

Passives:Strength: 6Arcane: 6Aim: 8Evasion: 5Will: 4Speed: 1

Name: KleiggRace: Human____________________

John: "Hey gents. You two alright?"

"Where... when? How did we get here?

Who are you all?

Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"

Wolf: "Mead. Mead has the correct sound."

"To Mead, then."

Your party of three take the dirt road North, towards the unknown but hopefully tasty “Mead.” The trip is fairly unnoteworthy, lots of grass here and there, until a trio of humans spring up from a hill beside the road. Two of them have swords on their belts, the other a bow in hand.

Skills:(Magic)-(Negation)--Nullify: Reduce the effectiveness of a magic instance, cancelling it with enough effort.

Passives:Strength: 4Arcane: 4Aim: 8Evasion: 4Will: 9Speed: 1

Null Body (-1 Non-Negation Magic, +1 Magic Resistance)

Name: WolfRace: Lupus____________________

John: "Hey gents. You two alright?"

Kleigg: "Where... when? How did we get here?

Who are you all?

Whatever the answer to that question - I think we need to go. Perhaps to Hopluit?"

"Mead. Mead has the correct sound."

Kleigg: "To Mead, then."

Your party of three take the dirt road North, towards the unknown but hopefully tasty “Mead.” The trip is fairly unnoteworthy, lots of grass here and there, until a trio of humans spring up from a hill beside the road. Two of them have swords on their belts, the other a bow in hand.

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